using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Common
{
public class PauseMenu : MonoBehaviour
public enum Options
Continue,
StartOver,
Settings,
Quit
}
// TODO
// MAKE OPTIONS ACCEPT MOUSE INPUT
[SerializeField] float patternSpeed = 1f;
[SerializeField] SettingsDialog settingsDialog;
[SerializeField] Animator animator;
[SerializeField] TMP_Text chartTitleText;
[SerializeField] TMP_Text chartArtistText;
[SerializeField] GameObject optionArrow;
[SerializeField] GameObject optionHolder;
[SerializeField] RectTransform patternL;
[SerializeField] RectTransform patternR;
public static bool IsPaused { get { return isPaused; } }
private static bool isPaused = false;
private double pauseBeat;
private bool canPick = false;
private bool isQuitting = false;
private int optionSelected = 0;
void Pause()
if (GlobalGameManager.IsShowingDialog) return;
if (!Conductor.instance.isPlaying) return;
Conductor.instance.Pause();
pauseBeat = Conductor.instance.songPositionInBeatsAsDouble;
chartTitleText.text = GameManager.instance.Beatmap["remixtitle"].ToString();
chartArtistText.text = GameManager.instance.Beatmap["remixauthor"].ToString();
animator.Play("PauseShow");
SoundByte.PlayOneShot("ui/PauseIn");
isPaused = true;
canPick = false;
optionSelected = 0;
void UnPause(bool instant = false)
if ((!instant) && (!Conductor.instance.isPaused)) return;
Conductor.instance.Play(pauseBeat);
if (instant)
animator.Play("NoPose");
else
animator.Play("PauseHide");
SoundByte.PlayOneShot("ui/PauseOut");
isPaused = false;
// Start is called before the first frame update
void Start()
isQuitting = false;
// Update is called once per frame
void Update()
if (isQuitting) return;
if (PlayerInput.GetInputController(1).GetActionDown((int) InputController.ActionsPad.Pause, out _))
if (isPaused)
UnPause();
Pause();
else if (isPaused && canPick && !settingsDialog.IsOpen)
if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetActionDown((int)InputController.ActionsPad.Up, out _))
optionSelected--;
if (optionSelected < 0)
optionSelected = optionHolder.transform.childCount - 1;
ChooseOption((Options) optionSelected);
else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetActionDown((int)InputController.ActionsPad.Down, out _))
optionSelected++;
if (optionSelected > optionHolder.transform.childCount - 1)
else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetActionDown((int)InputController.ActionsPad.East, out _))
UseOption((Options) optionSelected);
patternL.anchoredPosition = new Vector2((Time.realtimeSinceStartup * patternSpeed) % 13, patternL.anchoredPosition.y);
patternR.anchoredPosition = new Vector2(-(Time.realtimeSinceStartup * patternSpeed) % 13, patternR.anchoredPosition.y);
public void ChooseCurrentOption()
ChooseOption((Options) optionSelected, false);
canPick = true;
public void ChooseOption(Options option, bool sound = true)
optionArrow.transform.position = new Vector3(optionArrow.transform.position.x, optionHolder.transform.GetChild((int) option).position.y, optionArrow.transform.position.z);
foreach (Transform child in optionHolder.transform)
child.transform.localScale = new Vector3(1f, 1f, 1f);
optionHolder.transform.GetChild((int) option).transform.localScale = new Vector3(1.2f, 1.2f, 1.2f);
if (sound)
SoundByte.PlayOneShot("ui/UIOption");
void UseOption(Options option)
switch (option)
case Options.Continue:
OnContinue();
break;
case Options.StartOver:
OnRestart();
case Options.Settings:
OnSettings();
SoundByte.PlayOneShot("ui/UISelect");
case Options.Quit:
OnQuit();
void OnContinue()
void OnRestart()
UnPause(true);
GlobalGameManager.ForceFade(0, 1f, 0.5f);
GameManager.instance.Stop(0, true, 1.5f);
SoundByte.PlayOneShot("ui/UIEnter");
void OnQuit()
isQuitting = true;
SoundByte.PlayOneShot("ui/PauseQuit");
GlobalGameManager.LoadScene("Editor", 0, 0.1f);
void OnSettings()
settingsDialog.SwitchSettingsDialog();